diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index e8b691480c3..636bec90ae8 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -21,6 +21,7 @@ #include "initguid.h" #include "d3d11.h" #include "wine/test.h" +#include static const D3D_FEATURE_LEVEL d3d11_feature_levels[] = { @@ -64,6 +65,22 @@ static ULONG get_refcount(IUnknown *iface) return IUnknown_Release(iface); } +static BOOL compare_float(float f, float g, unsigned int ulps) +{ + int x = *(int *)&f; + int y = *(int *)&g; + + if (x < 0) + x = INT_MIN - x; + if (y < 0) + y = INT_MIN - y; + + if (abs(x - y) > ulps) + return FALSE; + + return TRUE; +} + static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff) { if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) @@ -130,15 +147,16 @@ static void get_texture_readback(ID3D11Texture2D *texture, struct texture_readba static DWORD get_readback_color(struct texture_readback *rb, unsigned int x, unsigned int y) { - return rb->texture - ? ((DWORD *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(DWORD) + x] : 0xdeadbeef; + return ((DWORD *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(DWORD) + x]; +} + +static float get_readback_float(struct texture_readback *rb, unsigned int x, unsigned int y) +{ + return ((float *)rb->map_desc.pData)[rb->map_desc.RowPitch * y / sizeof(float) + x]; } static void release_texture_readback(struct texture_readback *rb) { - if (!rb->texture) - return; - ID3D11DeviceContext_Unmap(rb->immediate_context, rb->texture, 0); ID3D11Resource_Release(rb->texture); ID3D11DeviceContext_Release(rb->immediate_context); @@ -185,6 +203,35 @@ static void check_texture_color_(unsigned int line, ID3D11Texture2D *texture, "Got unexpected color 0x%08x at (%u, %u).\n", color, x, y); } +#define check_texture_float(r, f, d) check_texture_float_(__LINE__, r, f, d) +static void check_texture_float_(unsigned int line, ID3D11Texture2D *texture, + float expected_value, BYTE max_diff) +{ + struct texture_readback rb; + unsigned int x = 0, y = 0; + BOOL all_match = TRUE; + float value = 0.0f; + + get_texture_readback(texture, &rb); + for (y = 0; y < rb.height; ++y) + { + for (x = 0; x < rb.width; ++x) + { + value = get_readback_float(&rb, x, y); + if (!compare_float(value, expected_value, max_diff)) + { + all_match = FALSE; + break; + } + } + if (!all_match) + break; + } + release_texture_readback(&rb); + ok_(__FILE__, line)(all_match, + "Got unexpected value %.8e at (%u, %u).\n", value, x, y); +} + static ID3D11Device *create_device(const D3D_FEATURE_LEVEL *feature_level) { static const D3D_FEATURE_LEVEL default_feature_level[] = @@ -5082,6 +5129,84 @@ done: ok(!refcount, "Device has %u references left.\n", refcount); } +static void test_clear_depth_stencil_view(void) +{ + D3D11_TEXTURE2D_DESC texture_desc; + ID3D11Texture2D *depth_texture; + ID3D11DeviceContext *context; + ID3D11DepthStencilView *dsv; + ID3D11Device *device; + ULONG refcount; + HRESULT hr; + + if (!(device = create_device(NULL))) + { + skip("Failed to create device.\n"); + return; + } + + ID3D11Device_GetImmediateContext(device, &context); + + texture_desc.Width = 640; + texture_desc.Height = 480; + texture_desc.MipLevels = 1; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_D32_FLOAT; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture); + ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr); + + hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)depth_texture, NULL, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0); + check_texture_float(depth_texture, 1.0f, 0); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 0.25f, 0); + check_texture_float(depth_texture, 0.25f, 0); + + ID3D11Texture2D_Release(depth_texture); + ID3D11DepthStencilView_Release(dsv); + + texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture); + ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr); + + hr = ID3D11Device_CreateDepthStencilView(device, (ID3D11Resource *)depth_texture, NULL, &dsv); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); + todo_wine check_texture_color(depth_texture, 0x00ffffff, 0); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.0f, 0xff); + todo_wine check_texture_color(depth_texture, 0xff000000, 0); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0xff); + check_texture_color(depth_texture, 0xffffffff, 0); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 0.0f, 0); + check_texture_color(depth_texture, 0x00000000, 0); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_DEPTH, 1.0f, 0xff); + todo_wine check_texture_color(depth_texture, 0x00ffffff, 0); + + ID3D11DeviceContext_ClearDepthStencilView(context, dsv, D3D11_CLEAR_STENCIL, 0.0f, 0xff); + check_texture_color(depth_texture, 0xffffffff, 0); + + ID3D11Texture2D_Release(depth_texture); + ID3D11DepthStencilView_Release(dsv); + + ID3D11DeviceContext_Release(context); + + refcount = ID3D11Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +} + START_TEST(d3d11) { test_create_device(); @@ -5115,4 +5240,5 @@ START_TEST(d3d11) test_resource_map(); test_multisample_init(); test_check_multisample_quality_levels(); + test_clear_depth_stencil_view(); }